Stone fields This project has started from a search for a 3d-objects optimal packing algorithm over a surface, but evolved in something rather different. I love the work by Richard Long, the way he fills lonely landscapes with arcaic stones patterns. My version is a poor and lazy version of that eroic approach.. The virtual stones created by several fractal subdivision strategies, find their proper position within the circle, with a trial and error hierarchical algorythm. A mix of attractors and scalar fields (some with Perlin noise) drives the density and size of the stones. The code is a C++ console application that outputs a OBJ 3d file.
Comments